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Messages - Babar

#3421
How can I use a parser in a point and click game? There is a part in my game where the character is asked for the password to enter somewhere, but I don't want to put it in the dialog option, cause that will make it too easy (the player could just choose each option until the right one is guessed). So my question is how can I script a parser for that one point in the game, that will accept only the password and not any other words?
#3422
General Discussion / Re:Your language.
Mon 25/08/2003 19:54:17
Woah... No Asians? I can speak urdu "aap kaysay hay?", some Chinese "Nee how ma?" some Thai "Swadi Khap". I study at an international school so I know swear words in lots of languages ;D like arabic, malawi, czech. I only know "Gutten Tag" and "Tanzen sie girn" in german.
#3423
General Discussion / Re:Name of the Game
Sun 24/08/2003 17:31:43
Thanks.... I checked it up and it was Heart of China.
#3424
General Discussion / Name of the Game
Sat 23/08/2003 12:37:09
This is probably a very stupid reason to start a thread, but I wanted to get this game I got when I was really small. I think it was an adventure game but it had an action sequence in a tank and some sort of fight on the top of a train (sword-fight??).I had it around 91-94??? Anybody know what I am talking about?
#3425
I had a problem when my character moved to a new room (the road) and I  changed the view to that of a car. The problem is that if I do nothing for 20 seconds, the idle animation is activated, and my old character view pops up out of the car and winks at the screen. Since that will look really freaky while driving, I wanted to know if there was anyway to disable the idle animations in some screens, but allow it in others. Thansk
#3426
I had wanted to do the samething with a newspaper which I picked up. I created a new room for it that came up everytime the player looked at it. The problem I had was that after looking at it and clicking (to return back to the original room) I didn't know how to do it so that it goes back to the proper room the player was in, no matter what room you look at it from
#3427
Ok, this is probably a very stupid question, but what are flic animations, and how can I make them? AGS says that it can use flic animations, but I have no idea what a flic animation is.....
#3428
Ok, I wasn't sure where to put this, but I wanted to know where I can get some tutorials for drawing backgrounds for AGS. I tried one by some guy called "Bubba" but it is kind of Basic. I am not thaaat bad with my art, but I am not used to the idea of drawing backgrounds for my screens.
Thanks

EDIT:
Ok (I seem to start all my posts like that), since I already had this thread here, I thought I would use it instead of making a new one in the Critics Lounge. Thanks for all the links. I checked the thread in the Critics Lounge, they were really helpful. Now I wanted to ask if you had any beginner tutorials for photoshop like the ones in that  kafka site. I emphasise "beginner" cause I saw lots of photoshop tutorials that were waay to advanced for me to get...thanks again
#3429
I already have another problem now. See, I wanted it that when one of my NPCs say something, after that they would disappear (like a spell that causes invisiblity). I chose run dialog in the interactions menu of the NPC, and after that I added a script to move NPC to a different room. The problem is that when the player talks to the NPC, the NPC disappears and THEN the dialog is run. I read the manual and it said that dialogs are run at the end of the script, so maybe thats the problem. How do I fix it so that the player finishes the dialog AND THEN the NPC disappears?
Thanks again
#3430
Beginners' Technical Questions / Death Scene
Tue 05/08/2003 10:04:51
Ok, I wanted to know how to make a death scene thing like in the kings quest 5, where they give you some message about how you died along with the restore restart quit options. I want one where I can have different messages if the guy dies in different ways. If it is possible (without TOO much scripting) could I also have it with a WHOLE new room for death, like it was done in King's Quest 6. Could you tell me how to make it? Thanks
#3431
Ok I there was this part I wanted to put in the game that a message would be displayed and if the player had an inventory item, another message after that. If the player did not have it, a different message would show. I did the part if the player had the item (using a condition if player had inventory item), but I didn't know how to do the part to show the message if he did not have it. I know my question is kind of confusing, but I newly got ags 2.55 and I needed help
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